Post by ewigDunkelheit on Feb 4, 2019 16:59:07 GMT
Hello everyone! I just wanted to share an idea I've had gestating in my brain. And get feedback on...maybe not viability so much as story integration, and a pulse on the favor or lack thereof regarding actually using the concept.
So, with the many unique items, and the crafting of spell masterworks, I believe we can make an "Enchanter" battlemage dwarf for our Inquisitor. Since the Anchor is bestowed, we already have a magical dwarf, but I think further developing the warrior class would suit the role best. Obviously, specializing as a Templar adds a lot of magic flavor, as well as support and utility "spells" and passives. Using Mark of the Rift for the focus ability would add another great mage-like spell. I feel like taking Mighty Blow adds what may look like an earth-based spell. Using Earthshaking Strike with Shattered Ground gives a ranged spell that incorporates both earth and fire magic. Admittedly, there isn't much else, but I am leaning towards using both Horn of Valor and War Horn, and saying that the horn the Inquisitor wears on his or her armor is an enchanted, spell-holding item. The battlemage would wear one of the coat-type armors with a spell masterwork such as Fade Cloak or Veilstrike, along with either the Battlemage or Seer cowl, the Amulet of Barrier possibly (I always side with the Templars, so I can easily get the enhanced version from Fiona), and wield the Prismatic Greataxe.
Would taking the Arcane Knowledge perk early help with the roleplay even more? That's also something to consider.
On the other hand, perhaps I could just turn the Inquisitor into a triple hybrid. Using the rogue class as a base, a dwarf could wield two axes (Blade of Red Birth is a cleaver, and Barbarian Rock-Crasher is a pickaxe) or use the unique sickle Cordova's Smile, wear the Legion of the Dead heavy armor with a mage helm, use the Andraste's Sacrifice amulet for taunting, and build a mix of front-facing Twin Fangs plus Toxic Cloud and Hook & Tackle, alongside Mark of the Rift and either Tempest (more magic and taunt) or Artificer (magic teleport, elemental traps, and extra rogue flavor); dual-wielding would allow for three spell masterworks. Similarly, probably use the perk as mentioned for the battlemage.
Sometimes, I just feel as if I should fully embrace the magical aspect of the character, and, with the open-ended crafting system, create something a little more unique, mirroring the greater build choices of Origins.
So, with the many unique items, and the crafting of spell masterworks, I believe we can make an "Enchanter" battlemage dwarf for our Inquisitor. Since the Anchor is bestowed, we already have a magical dwarf, but I think further developing the warrior class would suit the role best. Obviously, specializing as a Templar adds a lot of magic flavor, as well as support and utility "spells" and passives. Using Mark of the Rift for the focus ability would add another great mage-like spell. I feel like taking Mighty Blow adds what may look like an earth-based spell. Using Earthshaking Strike with Shattered Ground gives a ranged spell that incorporates both earth and fire magic. Admittedly, there isn't much else, but I am leaning towards using both Horn of Valor and War Horn, and saying that the horn the Inquisitor wears on his or her armor is an enchanted, spell-holding item. The battlemage would wear one of the coat-type armors with a spell masterwork such as Fade Cloak or Veilstrike, along with either the Battlemage or Seer cowl, the Amulet of Barrier possibly (I always side with the Templars, so I can easily get the enhanced version from Fiona), and wield the Prismatic Greataxe.
Would taking the Arcane Knowledge perk early help with the roleplay even more? That's also something to consider.
On the other hand, perhaps I could just turn the Inquisitor into a triple hybrid. Using the rogue class as a base, a dwarf could wield two axes (Blade of Red Birth is a cleaver, and Barbarian Rock-Crasher is a pickaxe) or use the unique sickle Cordova's Smile, wear the Legion of the Dead heavy armor with a mage helm, use the Andraste's Sacrifice amulet for taunting, and build a mix of front-facing Twin Fangs plus Toxic Cloud and Hook & Tackle, alongside Mark of the Rift and either Tempest (more magic and taunt) or Artificer (magic teleport, elemental traps, and extra rogue flavor); dual-wielding would allow for three spell masterworks. Similarly, probably use the perk as mentioned for the battlemage.
Sometimes, I just feel as if I should fully embrace the magical aspect of the character, and, with the open-ended crafting system, create something a little more unique, mirroring the greater build choices of Origins.